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Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study. 比较护理人员对社交机器人和平板电脑在痴呆症护理中的严肃游戏传递的看法:横断面比较研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-07 DOI: 10.2196/76209
Dorothy Bai, Kelvin Tan Cheng Kian, Po-Yin Chen, Yeh-Liang Hsu, Gong-Hong Lin

Background: Social robots integrated with serious games hold promise as innovative nonpharmacological strategies in dementia care. However, limited studies have adopted quantitative, platform-level comparisons from the perspective of formal caregivers, who are key stakeholders in technology implementation in dementia care settings.

Objective: This study aimed to evaluate the feasibility, usability, and overall user experience of a serious game-based interaction model delivered via a screen-equipped social robot, compared to a tablet-based version of the same model, from the perspective of formal dementia caregivers.

Methods: A cross-sectional comparative study was conducted with 120 formal dementia caregivers. Each caregiver individually interacted with both a screen-equipped social robot and a touchscreen tablet, delivering identical serious game content incorporating cognitive exercises, music therapy, and reminiscence. The robot featured multimodal interaction capabilities, including voice, gestures, movement, and facial expression display, while the tablet relied on standard touchscreen functions. Caregivers evaluated both platforms using the User Experience Questionnaire (UEQ), System Usability Scale (SUS), and a customized Technology Acceptance Model (TAM). Group comparisons were performed using t tests, with post hoc Benjamini-Hochberg correction applied to control for multiple comparisons.

Results: Caregivers generally favored the social robot over the tablet. The robot received higher total UEQ scores (mean 1.29, SD 1.14, vs mean 0.99, SD 1.08; P=.004), particularly in enjoyment (P=.002), friendliness (P=.006), clarity (P=.002), organization (P=.02), interest (P=.01), and innovation (P=.002). In the SUS, caregivers rated the robot higher for quick learning (mean 2.71, SD 0.79 vs mean 2.44, SD 0.81; P=.002), while overall SUS scores were comparable. TAM results indicated higher total scores for the robot (mean 4.03, SD 0.47 vs mean 3.67, SD 0.58; P=.002), with stronger ratings in perceived usefulness (P=.002), ease of use (P=.002), attitudes (P=.002), and behavioral intentions (P=.002). All P values are from 2-tailed t tests and were adjusted using the Benjamini-Hochberg procedure.

Conclusions: The social robot used in this study was perceived by formal dementia caregivers as providing a more favorable user experience and eliciting a stronger intention to use compared to a tablet-based platform. These findings support the feasibility of social robots as a platform for delivering technology-supported activities in dementia care and provide a foundation for future research on their implementation and outcomes in dementia care.

背景:与严肃游戏相结合的社交机器人有望成为痴呆症护理的创新非药物策略。然而,有限的研究采用了定量的、平台级的比较,从正式护理人员的角度来看,他们是痴呆症护理环境中技术实施的关键利益相关者。目的:本研究旨在评估通过配备屏幕的社交机器人提供的基于游戏的严肃互动模型的可行性、可用性和整体用户体验,并与基于平板电脑的相同模型进行比较,从正式痴呆症护理人员的角度出发。方法:对120名痴呆护理人员进行横断面比较研究。每个护理人员都单独与配备屏幕的社交机器人和触摸屏平板电脑互动,提供包含认知练习、音乐治疗和回忆的相同严肃游戏内容。机器人具有多模式交互功能,包括语音、手势、动作和面部表情显示,而平板电脑则依赖于标准的触摸屏功能。护理人员使用用户体验问卷(UEQ)、系统可用性量表(SUS)和定制的技术接受模型(TAM)来评估这两个平台。采用t检验进行组间比较,采用事后Benjamini-Hochberg校正对多重比较进行对照。结果:护理人员普遍更喜欢社交机器人而不是平板电脑。机器人的UEQ总分更高(平均1.29,SD 1.14,平均0.99,SD 1.08, P= 0.004),特别是在享受(P= 0.002)、友好(P= 0.006)、清晰(P= 0.002)、组织(P= 0.02)、兴趣(P= 0.01)和创新(P= 0.002)方面。在SUS中,护理人员对机器人的快速学习评分较高(平均2.71,SD 0.79 vs平均2.44,SD 0.81; P= 0.002),而总体SUS评分具有可比性。TAM结果表明,机器人的总分较高(平均4.03分,标准差0.47比平均3.67分,标准差0.58,P=.002),在感知有用性(P=.002)、易用性(P=.002)、态度(P=.002)和行为意图(P=.002)方面评分较高。所有P值均来自双尾t检验,并使用Benjamini-Hochberg程序进行调整。结论:与基于平板电脑的平台相比,本研究中使用的社交机器人被正式的痴呆症护理人员认为提供了更有利的用户体验,并引发了更强的使用意愿。这些发现支持了社交机器人作为在痴呆症护理中提供技术支持活动平台的可行性,并为其在痴呆症护理中的实施和结果的未来研究奠定了基础。
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引用次数: 0
Virtual Reality-Based Assessment of Attention-Deficit/Hyperactivity Disorder and Comorbid Symptoms in Children: Framework Development and Standardization Study. 基于虚拟现实的儿童注意缺陷/多动障碍和共病症状评估:框架开发和标准化研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-07 DOI: 10.2196/69146
Harim Jeong, Minjoo Kang, Kennet Sorenson, Jacob Moore, Robert James Blair, Ellen Leibenluft, Jeffrey H Newcorn, Beth Krone, Singi Jeong, Donghee Kim, Soonjo Hwang

Background: As virtual reality (VR) technology becomes increasingly prevalent, its potential for collecting objective behavioral data in psychiatric settings has been widely recognized. However, the lack of standardized methodologies limits reproducibility and data integration across studies, particularly in assessing attention-deficit/hyperactivity disorder (ADHD) and associated behaviors, such as irritability and aggression.

Objective: This study examines the use of VR-based movement data to operationalize core ADHD symptoms (hyperactivity and inattention) and comorbid disruptive behaviors (irritability and aggression), aiming to identify reproducible and clinically actionable metrics and evaluate their explanatory power for each symptom domain to assess the overall use of these variables.

Methods: A total of 45 children (mean age 9.06, SD 2.11 years; n=14/45, 31% female) participated in the study and were divided into 2 groups: 28 (62%) diagnosed with ADHD and 17 (38%) controls. Seven VR-derived movement variables were analyzed: average speed, acceleration, total distance, area occupied, distance between the hands and head, frequency of movement, and time spent still. Correlation and stepwise regression analyses identified which variables best predicted ADHD symptoms and comorbid behaviors.

Results: Among the 7 VR-derived variables, average speed (mean r=0.460, SD 0.097) and total distance (mean r=0.442, SD 0.116) showed the broadest associations, each correlating with 8 measures. In contrast, frequency of movement was related only to hyperactivity (r=0.416; P=.004), suggesting strong but narrow predictive value. Stepwise regression identified total distance as the sole and strongest predictor of hyperactivity (R2=0.411) and, except for participant-reported irritability, yielded significant models for all other measures (mean R2=0.282, SD 0.064; all P<.05).

Conclusions: This study provides empirical evidence on VR-derived movement variables that can inform the development of standardized methodologies for ADHD and comorbid behavior assessment. The identified metrics and their predictive patterns offer a basis for integrating VR-based measures into future research and clinical applications.

背景:随着虚拟现实(VR)技术的日益普及,其在精神病设置中收集客观行为数据的潜力已得到广泛认可。然而,缺乏标准化的方法限制了研究的可重复性和数据整合,特别是在评估注意力缺陷/多动障碍(ADHD)和相关行为(如易怒和攻击)时。目的:本研究考察了基于vr的运动数据对核心ADHD症状(多动和注意力不集中)和合并症破坏性行为(易怒和攻击)的应用,旨在确定可重复和临床可操作的指标,并评估其对每个症状领域的解释能力,以评估这些变量的总体使用情况。方法:共45例患儿(平均年龄9.06岁,SD 2.11岁,n=14/45,女性占31%)分为2组,确诊ADHD患儿28例(62%),对照组17例(38%)。分析了七个vr衍生的运动变量:平均速度、加速度、总距离、占用的面积、手和头之间的距离、运动频率和静止时间。相关分析和逐步回归分析确定了哪些变量最能预测ADHD症状和共病行为。结果:在7个vr衍生变量中,平均速度(平均r=0.460, SD = 0.097)和总距离(平均r=0.442, SD = 0.116)的相关性最广,各与8个测量相关。相比之下,运动频率仅与多动症相关(r=0.416; P= 0.004),提示预测价值强但窄。逐步回归将总距离确定为多动症的唯一且最强的预测因子(R2=0.411),除参与者报告的易怒外,所有其他测量指标均产生显著模型(平均R2=0.282, SD 0.064;所有p)结论:本研究为vr衍生的运动变量提供了经验证据,可以为ADHD和共病行为评估的标准化方法的发展提供信息。确定的指标及其预测模式为将基于vr的措施整合到未来的研究和临床应用中提供了基础。
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引用次数: 0
Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study. 基于视觉人工智能的游戏化认知假体:可行性与可用性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-06 DOI: 10.2196/74157
Co Yih Siow, Yao-Hua Yang, Cheng-Jui Tsai, Wan-Wan Yang, Chaur-Jong Hu, Jia-Ying Sung, Jowy Tani

Background: Dementia is a progressive neurodegenerative condition marked by cognitive decline and loss of functional independence. Among cognitive domains, executive dysfunction is a critical early contributor to reduced self-care capacity and increased caregiver burden. While cognitive assistive technologies have focused primarily on memory, few tools address executive function in real-time, daily tasks. To fill this gap, we developed a novel gamified cognitive prosthesis that integrates artificial intelligence (AI) and computer vision to guide users step-by-step through a simulated egg-cooking task. This system provides real-time audiovisual feedback to support planning, sequencing, and error correction.

Objective: This study aimed to evaluate whether the AI-based cognitive prosthesis improves task completion time and executive function performance in individuals with mild dementia.

Methods: We conducted a pilot study involving 12 patients with mild dementia and 7 age-matched healthy controls. Participants were asked to complete a 6-step gamified egg boiling task under 2 conditions: with and without guidance. The task was evaluated using a custom "Daily Task Completion Test" and a modified executive function performance test (EFPT) adapted to the cooking activity. Demographic and clinical data (age, sex, education, Mini-Mental State Examination, Clinical Dementia Rating, activities of daily living, instrumental activities of daily living, and Dementia Severity Rating Scale) were recorded. The System Usability Scale (SUS) was also collected postintervention.

Results: In the mild dementia group, AI assistance significantly reduced median task completion time from 134.75 (IQR 92.50-134.75) to 92.00 (IQR 65.00-92.00; P=.03) seconds, and significantly improved the Executive Function Performance Test (EFPT) scores from 4.25 (IQR 1.75-4.25) to 1.00 (IQR 0.00-1.00; P=.005), reflecting a 31.7% improvement in efficiency and a 76.5% reduction in required assistance. No significant changes were observed in the control group. The mean SUS score was 80.53 (SD 24.97), indicating high usability. The AI system achieved a cumulative recognition precision of 0.93 (SD 0.07) and cumulative recall of 0.94 (SD 0.11).

Conclusions: This pilot study provides preliminary evidence that an AI-based cognitive prosthesis can enhance executive function and task performance in individuals with mild dementia. The results support the feasibility of using real-time AI guidance in everyday tasks to promote independence. Given its modular design and promising usability profile, this system may serve as the foundation for future digital therapeutics targeting executive dysfunction. Larger, longitudinal studies are warranted to evaluate sustained cognitive and functional benefits.

背景:痴呆是一种以认知能力下降和功能独立性丧失为特征的进行性神经退行性疾病。在认知领域,执行功能障碍是降低自我照顾能力和增加照顾者负担的关键早期贡献者。虽然认知辅助技术主要集中在记忆上,但很少有工具能处理实时的日常任务的执行功能。为了填补这一空白,我们开发了一种新的游戏化认知假体,它集成了人工智能(AI)和计算机视觉,指导用户逐步完成模拟煮鸡蛋的任务。该系统提供实时视听反馈,以支持计划、排序和纠错。目的:本研究旨在评估基于人工智能的认知假体是否能改善轻度痴呆患者的任务完成时间和执行功能表现。方法:我们进行了一项涉及12例轻度痴呆患者和7例年龄匹配的健康对照的初步研究。参与者被要求在两种情况下完成6步游戏化煮蛋任务:有指导和没有指导。使用自定义的“每日任务完成测试”和适应烹饪活动的修改的执行功能性能测试(EFPT)来评估任务。记录人口统计学和临床数据(年龄、性别、教育程度、简易精神状态检查、临床痴呆评分、日常生活活动、日常生活工具活动和痴呆严重程度评定量表)。干预后收集系统可用性量表(SUS)。结果:在轻度痴呆组中,人工智能辅助显着将任务完成时间中位数从134.75 (IQR 92.50-134.75)降低到92.00 (IQR 65.00-92.00; P= 0.03)秒,并显着提高执行功能表现测试(EFPT)分数从4.25 (IQR 1.75-4.25)提高到1.00 (IQR 0.00-1.00; P= 0.005),反映效率提高31.7%,所需辅助减少76.5%。对照组未见明显变化。平均SUS评分为80.53 (SD 24.97),可用性较高。人工智能系统的累计识别精度为0.93 (SD 0.07),累计召回率为0.94 (SD 0.11)。结论:这项初步研究提供了初步证据,表明基于人工智能的认知假体可以增强轻度痴呆患者的执行功能和任务表现。研究结果支持在日常任务中使用实时人工智能指导以促进独立性的可行性。鉴于其模块化设计和有前景的可用性,该系统可以作为未来针对执行功能障碍的数字治疗的基础。更大规模的纵向研究有必要评估持续的认知和功能益处。
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引用次数: 0
The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study. 主动增强现实游戏对老年人身体活动和认知的影响:可行性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-03 DOI: 10.2196/73221
Amy Shirong Lu, Bhagyashree Parkar, Shiveshchandra Gupta, Sierra Hall, Dominika M Pindus, Arthur F Kramer
<p><strong>Background: </strong>Physical activity (PA) enhances physical health as well as cognitive and brain health, yet motivating older adults to initiate and sustain PA remains challenging, a difficulty exacerbated by the COVID-19 pandemic. Active augmented reality (AAR) games, integrating digital gameplay with real-world physical movement, provide an enjoyable and accessible means for PA promotion among older adults in independent living environments, mitigating barriers such as poor weather and unfavorable neighborhood environments. However, limited research has explored the feasibility and impact of AAR interventions in this population.</p><p><strong>Objective: </strong>This feasibility study examines the acceptability, safety, and preliminary effects of AAR games to enhance PA levels and cognitive functions among older adults, as well as their user experiences. We also examined the practicality of home-based AAR gameplay using minimal equipment and constrained physical space.</p><p><strong>Methods: </strong>Sixteen independent-living older adults aged 65-85 years (mean 74.6, SD 3.73) participated in a single-session AAR intervention using the Active Arcade game set by playing four 10-minute AAR games. PA levels were assessed using ActiGraph wGT3x-bt accelerometers and Polar H10 heart rate monitors. Cognitive function was evaluated pre- and post-gameplay using NIH Toolbox's visual reasoning test and Flanker inhibitory control and attention tests. Surveys of PA intention and motivation as well as the gaming experience questionnaire, along with semistructured interviews, were conducted afterwards, providing both quantitative and qualitative insights into the feasibility and appeal of AAR gameplay from the target population.</p><p><strong>Results: </strong>All participants completed the study protocol without adverse events, demonstrating high feasibility and acceptability. Participants engaged in moderate-to-vigorous PA during 20%-30% of the gameplay, as measured by accelerometers and heart rate monitors. Of the 16 participants, 7 were taking beta blockers. The mean values of average %HRMax suggest that those not on beta blockers generally met the moderate-intensity threshold, whereas those on beta blockers tended to fall slightly below it. Cognitive assessments revealed significant improvements in visual reasoning postintervention, with the effect sustained after adjustment for age and education (P=.03), suggesting potential cognitive benefits from a single bout of AAR gameplay. Survey responses indicated high levels of PA intention (mean 4.15/5, SD 0.59), motivation (mean 5.67/7, SD 1.24), high positive affect (mean 4.35/5, SD 0.80), and low negative affect (mean 1.30/5, SD 0.46) associated with AAR gameplay. Around 75% of gameplay occurred within a 4×4 ft area (mean 29.77/40 min, SD 2.46), indicating suitability for home environments. Thematically analyzed interview feedback emphasized participants' enjoyment, ease of use, desire for pro
背景:身体活动(PA)可以增强身体健康以及认知和大脑健康,但激励老年人开始和维持PA仍然具有挑战性,这一困难因COVID-19大流行而加剧。主动增强现实(AAR)游戏将数字游戏玩法与现实世界的物理运动相结合,为生活在独立生活环境中的老年人提供了一种愉快和方便的PA推广手段,减轻了恶劣天气和不利的社区环境等障碍。然而,有限的研究探讨了AAR干预在这一人群中的可行性和影响。目的:本可行性研究考察了AAR游戏提高老年人PA水平和认知功能的可接受性、安全性和初步效果,以及他们的用户体验。我们还研究了使用最小设备和有限物理空间的家庭AAR游戏玩法的实用性。方法:16名年龄在65-85岁的独立生活老年人(平均74.6,SD 3.73)参加了一个单期AAR干预,使用Active Arcade游戏设置,通过玩4个10分钟的AAR游戏。采用ActiGraph wGT3x-bt加速计和Polar H10心率监测仪评估PA水平。使用NIH工具箱的视觉推理测试和Flanker抑制控制和注意力测试评估游戏前和游戏后的认知功能。随后进行了PA意图和动机调查以及游戏体验问卷调查和半结构化访谈,从目标人群中提供了关于AAR玩法可行性和吸引力的定量和定性见解。结果:所有参与者均完成了研究方案,无不良事件发生,具有较高的可行性和可接受性。通过加速计和心率监测器测量,参与者在20%-30%的游戏时间内进行中度至剧烈的PA。在16名参与者中,有7人服用了受体阻滞剂。平均%HRMax的平均值表明,未服用受体阻滞剂的患者通常达到中等强度阈值,而服用受体阻滞剂的患者往往略低于中等强度阈值。认知评估显示干预后视觉推理的显著改善,在调整年龄和教育程度后效果持续(P=.03),这表明单一回合的AAR游戏可能带来认知益处。调查结果表明,与AAR游戏玩法相关的高水平的PA意图(平均4.15/5,SD 0.59)、动机(平均5.67/7,SD 1.24)、高水平的积极情绪(平均4.35/5,SD 0.80)和低水平的消极情绪(平均1.30/5,SD 0.46)。大约75%的游戏玩法发生在4×4英尺范围内(平均29.77/40分钟,标准差2.46),表明适合家庭环境。主题分析的访谈反馈强调了参与者的乐趣,易用性,对渐进式难度的渴望,以及满足不同身体能力和个人偏好的需求。结论:AAR游戏对于老年人的PA和认知参与来说是一种可行的、可访问的、愉快的选择。未来的研究应探讨AAR干预措施的长期效果、可持续性和更广泛的适用性,以充分发挥其在老龄化人群中的潜力。
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引用次数: 0
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial. 积极的电子游戏改善精神分裂症患者的行为意图和认知功能:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-01 DOI: 10.2196/69116
Huan-Hwa Chen, Ching-Ching Lin, Man-Ling Yu, Hsiu-Lan Wu, Hui-Chu Shen, Hsiu-Fen Hsieh

Background: Schizophrenia is a severe mental illness that affects the cognitive, social, and daily functions of patients. Physical activity has been found to be important for maintaining these functions in patients with schizophrenia, but many lack the motivation to participate in physical activities.

Objective: This study aimed to explore the efficacy of active video games (AVGs) on the behavioral intention and cognitive function of patients with schizophrenia.

Methods: In this experimental study, 103 participants were recruited from 2 medical centers. All participants were randomly assigned to the experimental or control group, and 82 participants (n=41, 50% in the experimental group and n=41, 50% in the control group) completed all the processes of our protocol. The experimental group was provided with AVGs for 30 minutes twice per week for 6 weeks. The Mini Mental State Examination and a behavioral intention questionnaire were administered before and after playing the AVGs. Data were collected between April 2021 and January 2022. Generalized estimating equations and 2-tailed paired t tests were used for data analysis.

Results: The experimental group showed significant improvements in behavioral intention to participate in AVGs compared with the control group at both T1 (β=4.88; P=.009) and T2 (β=4.24; P=.04). In addition, the experimental group experienced significant improvements in orientation (T2: β=0.66; P=.04) and language (T2: β=0.28; P=.03) among cognitive functions compared to the control group. In contrast, there was no significant change in these variables in the control group.

Conclusions: Playing AVGs can effectively enhance the behavioral intention of patients with schizophrenia to participate in physical activity and exercise and significantly improve their orientation and language. AVGs are inexpensive and easily operated tools for people with mental or physical disabilities.

Trial registration: ClinicalTrials.gov NCT05933356; https://clinicaltrials.gov/study/NCT05933356.

背景:精神分裂症是一种严重的精神疾病,影响患者的认知、社会和日常功能。体力活动对于维持精神分裂症患者的这些功能很重要,但许多人缺乏参加体力活动的动机。目的:探讨主动电子游戏(AVGs)对精神分裂症患者行为意向和认知功能的影响。方法:在本实验研究中,从两个医学中心招募了103名参与者。所有参与者被随机分为实验组和对照组,82名参与者(n= 41,50%为实验组,n= 41,50%为对照组)完成了我们方案的所有过程。实验组给予avg 30分钟,每周2次,连续6周。在玩avg之前和之后分别进行了迷你精神状态检查和行为意向问卷调查。数据收集于2021年4月至2022年1月。采用广义估计方程和双尾配对t检验进行数据分析。结果:实验组在T1 (β=4.88, P= 0.009)和T2 (β=4.24, P= 0.04)时参与AVGs的行为意向均较对照组有显著改善。此外,与对照组相比,实验组在定向(T2: β=0.66, P= 0.04)和语言(T2: β=0.28, P= 0.03)两项认知功能均有显著改善。相比之下,在对照组中,这些变量没有显著变化。结论:玩AVGs能有效增强精神分裂症患者参与体育活动和锻炼的行为意愿,显著提高其定向能力和语言能力。对于有精神或身体残疾的人来说,avg是一种便宜且易于操作的工具。试验注册:ClinicalTrials.gov NCT05933356;https://clinicaltrials.gov/study/NCT05933356。
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引用次数: 0
Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact. 完善开放世界游戏和怀旧电影干预,以获得更广泛、更可靠的治疗效果。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-01 DOI: 10.2196/82157
Chenlei Sun, Ke Meng
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引用次数: 0
Author's Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact. 作者回复:完善开放世界游戏和怀旧电影干预,以获得更广泛、更可靠的治疗效果。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-30 DOI: 10.2196/83239
Andreas Benedikt Eisingerich, Annisa Arigayota, Barbara Duffek, Congcong Hou
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引用次数: 0
Improvement of Game Users' Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial. 大型多人在线游戏行为激活对游戏用户抑郁症状的改善:随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-24 DOI: 10.2196/73734
Kenji Yokotani, Masanori Takano, Nobuhito Abe, Takahiro A Kato

Background: Online games developed to improve mental health symptoms are reportedly effective among game users. However, it has not been verified whether massive multiplayer online games (MMOGs) developed for leisure purposes are effective in improving users' mental health symptoms.

Objective: Based on 2 theoretical frameworks, this study examined whether MMOGs improve depression and social anxiety. First, behavioral activation theory posits that depressive symptoms improve through the repetition of reward-linked behaviors. Second, inhibitory learning theory suggests that exposure to social stimuli (eg, being the center of attention) previously perceived as threatening reduces fear responses over time.

Methods: Participants were Pigg Party users with at least 3 months of previous experience. Overall, 1105 participants were randomly assigned to either the experimental (n=548) or waitlist groups (n=557). Participants in the experimental group were instructed to ring a friend's room bell (an action that clearly draws attention) on weekdays and to customize their avatars on weekends. Those completing ≥60% of the tasks received additional monthly rewards. The waitlist group received no interventions but was given random additional rewards. Both groups completed questionnaires on depression (Quick Inventory of Depressive Symptomatology) and social anxiety (Brief Liebowitz Social Anxiety Scale) at baseline, and again at 1, 2, and 3 months.

Results: The experimental group showed a significantly higher frequency of bell ringing compared to that of the waitlist group (standardized mean difference [SMD]=0.13), whereas no significant difference was observed between the groups in avatar customization frequency. As predicted, the experimental group showed a significantly greater reduction in depressive symptoms, with a small effect size observed (SMD=-0.12). However, no significant difference was determined between groups in social anxiety symptoms.

Conclusions: This study demonstrated that MMOGs, when combined with administrator-led interventions, can reduce users' depressive symptoms, albeit with a small effect size. Further studies are needed to test the intervention effects on social anxiety symptoms in MMOGs, with improved exposure scenarios.

背景:据报道,为改善心理健康症状而开发的网络游戏对游戏用户有效。然而,以休闲为目的开发的大型多人在线游戏(mmog)是否能有效改善用户的心理健康症状,尚未得到证实。目的:基于两个理论框架,研究mmog是否能改善抑郁和社交焦虑。首先,行为激活理论认为,抑郁症状通过重复奖励相关行为得到改善。第二,抑制性学习理论认为,暴露于先前被认为具有威胁性的社会刺激(例如,成为注意力的中心)会随着时间的推移减少恐惧反应。方法:参与者为至少有3个月经验的小猪派对用户。总的来说,1105名参与者被随机分配到试验组(n=548)和候补组(n=557)。实验组的参与者被要求在工作日按朋友房间的门铃(一个明显吸引注意力的动作),并在周末定制他们的虚拟形象。完成≥60%任务的参与者每月获得额外奖励。候补组没有接受任何干预,但随机给予额外奖励。两组均在基线时完成抑郁(抑郁症状快速量表)和社交焦虑(简短的Liebowitz社交焦虑量表)问卷调查,并在1、2和3个月时再次完成问卷调查。结果:实验组摇铃频率显著高于候补组(标准化平均差值[SMD]=0.13),而虚拟形象定制频率组间无显著差异。正如预测的那样,实验组在抑郁症状方面表现出明显更大的减轻,观察到的效应量很小(SMD=-0.12)。然而,在社交焦虑症状方面,各组之间没有明显差异。结论:本研究表明,mmog与管理者主导的干预措施相结合,可以减轻用户的抑郁症状,尽管效果较小。需要进一步的研究来测试干预对mmog社交焦虑症状的影响,改善暴露情景。
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引用次数: 0
Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis. 游戏化干预改善儿童和青少年身体活动和久坐行为的有效性:系统回顾和荟萃分析。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-18 DOI: 10.2196/68151
Min Wang, Jisheng Xu, Xulin Zhou, Xingchen Li, Yu Zheng

Background: Physical activity (PA) is critically linked to the health outcomes of children and adolescents. Gamification interventions represent a promising approach to promote PA engagement. However, the effects of these interventions on both PA and sedentary behavior (SB) in this population remain controversial. This review seeks to clarify this controversy.

Objective: This systematic review aimed to evaluate the effectiveness of gamification interventions in enhancing PA and reducing SB in children and adolescents, while identifying potential moderators for PA promotion.

Methods: We systematically searched PubMed, Web of Science, Embase, EBSCO, and Cochrane Library databases for randomized controlled trials (RCTs) published between January 1, 2010, and August 1, 2024. Included RCTs examined gamification interventions targeting PA, SB, daily step counts, and BMI in children and adolescents. Random-effects meta-analyses were performed using RevMan 5.4 (Cochrane) and Stata 18.0 (StataCorp), with subgroup analyses assessing moderating effects of theoretical paradigms, game elements, and intervention duration. Methodological robustness was evaluated via the Egger regression test, sensitivity analyses (leave-one-out method), and funnel plot inspection for publication bias.

Results: A total of 16 RCTs involving 7472 children and adolescents (age range 6-18 y) were included. Our findings showed that the gamification interventions significantly increased moderate-to-vigorous physical activity (MVPA; standardized mean difference [SMD] 0.15, 95% CI 0.01 to 0.29; P=.04) and reduced BMI (SMD 0.11, 95% CI 0.05 to 0.18; P<.001). However, there was no significant improvement in SB (SMD 0.07, 95% CI -0.07 to 0.22; P=.33), vigorous physical activity (SMD 0.12, 95% CI -0.3 to 0.55; P=.56), moderate physical activity (SMD 0.16, 95% CI -0.2 to 0.53; P=.38), light physical activity (SMD -0.00, 95% CI -0.49 to 0.48; P>.99), and daily step count (SMD 0.22, 95% CI -0.51 to 0.94; P=.55). Subgroup analyses revealed significant moderation effects for MVPA improvement by theoretical paradigm, game elements, intervention duration, and study setting.

Conclusions: This meta-analysis confirms that gamification interventions effectively increased MVPA in children and adolescents, with sustained effects persisting beyond follow-up. The efficacy of these interventions is significantly moderated by theoretical paradigms, game elements, and intervention duration. However, blinding infeasibility contributed to prevalent performance bias, potentially introducing detection bias for subjective SB and PA metrics. Future research should strengthen blinding protocols for outcome assessors, enhance allocation concealment reporting, and validate conclusions through high-quality RCTs.

背景:身体活动(PA)与儿童和青少年的健康状况密切相关。游戏化干预是促进PA参与的一种有希望的方法。然而,这些干预措施对该人群的PA和久坐行为(SB)的影响仍存在争议。本文旨在澄清这一争议。目的:本系统综述旨在评估游戏化干预在儿童和青少年中增强PA和降低SB的有效性,同时确定促进PA的潜在调节因子。方法:系统检索PubMed、Web of Science、Embase、EBSCO和Cochrane Library数据库,检索2010年1月1日至2024年8月1日发表的随机对照试验(RCTs)。纳入的随机对照试验检查了针对儿童和青少年PA、SB、每日步数和BMI的游戏化干预。采用RevMan 5.4 (Cochrane)和Stata 18.0 (StataCorp)进行随机效应荟萃分析,并通过亚组分析评估理论范式、游戏元素和干预持续时间的调节效应。方法稳健性通过Egger回归检验、敏感性分析(留一法)和发表偏倚漏斗图检验进行评估。结果:共纳入16项随机对照试验,涉及儿童和青少年7472人(6-18岁)。我们的研究结果显示,游戏化干预显著增加了中度至剧烈的身体活动(MVPA;标准化平均差[SMD] 0.15, 95% CI 0.01至0.29;P= 0.04),降低了BMI (SMD 0.11, 95% CI 0.05至0.18;P= 99)和每日步数(SMD 0.22, 95% CI -0.51至0.94;P= 0.55)。亚组分析显示理论范式、游戏要素、干预时间和研究环境对MVPA的改善有显著的调节作用。结论:本荟萃分析证实,游戏化干预有效地增加了儿童和青少年的MVPA,其持续效果持续超过随访。干预的效果受理论范式、博弈要素和干预持续时间的显著影响。然而,盲法的不可行性导致了普遍的性能偏差,潜在地引入了主观SB和PA指标的检测偏差。未来的研究应加强对结果评估者的盲法方案,加强分配隐蔽性报告,并通过高质量的随机对照试验验证结论。
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引用次数: 0
Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study. 卫生保健工作者工作场所暴力培训的虚拟现实:试点混合方法可用性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-15 DOI: 10.2196/70817
Daniel Isaiah Jackson, Thipkanok Wongphothiphan, John Luna, Tensing Maa, Mary A Fristad, Yungui Huang, Brittany Schaffner, Jennifer Reese, Jason Wheeler, Brandon Abbott, Emre Sezgin
<p><strong>Background: </strong>Workplace violence (WPV) is a growing concern in health care, adversely impacting frontline providers, patients, and visitors. Traditional training programs have demonstrated limited long-term effectiveness in equipping health care professionals with de-escalation and crisis management skills. Virtual reality (VR) may offer an opportunity to create an innovative, immersive, and engaging platform for WPV training that could address the limitation of conventional methods.</p><p><strong>Objective: </strong>The aim of this pilot usability study was to assess the user experience of a prototype VR training course designed to prepare frontline health care staff for WPV scenarios. We evaluated the VR system's practicality, engagement, and perceived value and identified areas for improvement.</p><p><strong>Methods: </strong>A cross-sectional, mixed methods study was conducted with 13 frontline health care providers. Four pilot-training modules were developed and deployed in a VR environment on stand-alone headsets to address a variety of topics around WPV: Situational Awareness, Self-Awareness and Self-Regulation, Team Dynamics, and Evasive Maneuvers. Participants engaged with each module while providing qualitative feedback during the training. Qualitative feedback was analyzed using a rapid qualitative analysis technique. After completing the pilot training courses, participants completed surveys on usability (System Usability Scale) and user experience (mini Player Experience Inventory) and shared first impressions via Reaction Cards.</p><p><strong>Results: </strong>Participants found the pilot VR training to be engaging (mini Player Experience Inventory; mean 5.23, SD 1.34), with 89% of Reaction Card responses reflecting positive impressions such as "valuable," "creative," and "accessible." However, the overall System Usability Scale score (mean 63.30, SD 9.53) indicated room for improvement in usability. Although participants identified the VR system as manageable and intuitive, first-time users experienced challenges navigating the virtual environment. We identified four themes from qualitative feedback: (1) Perceived Value, (2) Technical and Navigational Barriers, (3) User Preferences, and (4) Vision. Participants described the VR training modules as refreshing due to the immersion in complex environments and noted areas for improvements in the tone and emotional expressiveness of nonplayer characters.</p><p><strong>Conclusions: </strong>Despite reported limitations, VR training has the potential to be a useful WPV training tool. It offers an immersive, hands-on, and safe environment for health care professionals to practice but may present challenges in engaging learners with the training objectives initially. While overall engagement and value in the training were high, refining dialogue realism and technical usability will support wider adoption. Future iterations of the pilot material may benefit from exploring r
背景:工作场所暴力(WPV)在卫生保健领域日益受到关注,对一线提供者、患者和来访者产生不利影响。传统的培训项目在为卫生保健专业人员提供降级和危机管理技能方面的长期效果有限。虚拟现实(VR)为WPV培训提供了一个创新的、沉浸式的、引人入胜的平台,可以解决传统方法的局限性。目的:本试验可用性研究的目的是评估一个原型VR培训课程的用户体验,该课程旨在为一线卫生保健人员准备WPV场景。我们评估了虚拟现实系统的实用性、参与性和感知价值,并确定了需要改进的领域。方法:对13名一线卫生保健提供者进行横断面混合方法研究。在独立头戴式耳机的VR环境中开发并部署了四个飞行员培训模块,以解决围绕WPV的各种主题:态势感知、自我意识和自我调节、团队动态和规避机动。参与者参与每个模块,并在培训期间提供定性反馈。采用快速定性分析技术对定性反馈进行分析。在完成试点培训课程后,参与者完成可用性(系统可用性量表)和用户体验(迷你玩家体验清单)的调查,并通过反应卡分享第一印象。结果:参与者发现试点VR培训很吸引人(迷你玩家体验清单;平均值5.23,标准差1.34),89%的反应卡反应反映了积极的印象,如“有价值”、“有创意”和“可访问”。然而,总体系统可用性量表得分(平均63.30,标准差9.53)表明可用性还有改进的空间。尽管参与者认为虚拟现实系统易于管理和直观,但首次用户在虚拟环境中导航时遇到了挑战。我们从定性反馈中确定了四个主题:(1)感知价值,(2)技术和导航障碍,(3)用户偏好,(4)视觉。参与者称VR训练模块令人耳目一新,因为沉浸在复杂的环境中,并指出了非玩家角色在语气和情感表达方面的改进。结论:尽管有报道的局限性,VR训练有潜力成为一种有用的WPV训练工具。它为医疗保健专业人员提供了一个身临其境的、动手的、安全的环境,但在最初的培训目标中,可能会给学习者带来挑战。虽然培训的总体参与度和价值很高,但改进对话的现实性和技术可用性将支持更广泛的采用。试点材料的未来迭代可能受益于探索特定角色的内容、多人游戏功能和人工智能驱动交互的集成,以提高响应能力。进一步的研究应将VR WPV培训与传统培训进行比较,以评估短期和长期培训效果的差异。
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引用次数: 0
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